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The idea itself is pretty cool, but the execution sadly is pretty subpar. I guess this mightve been your first 3D game (I still havent had my shot at one), at it mightve been difficult / you didnt have enough time, but its very scuffed, and unsatisfying. I somehow understood the UI at the start but it also isnt the cleanest thing and could be hard to understand for others. I also dont like the dead silence atleast the music is pretty chill tho

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It's built using a fairly no frills engine, and 3D importing and animation took some time. 

3D models and animations usually take a while to make and we ran out of time to get the visuals down. 

aaah I see, Ive taken upon myself working in MonoGame lately to make a 2D voxel based game and its fun to work with that, if you enjoyed the challenge all the power to you but yk, for a generic no limitations game jam youre kinda bound to get bad reviews instead of praise. I personally cannot recommend Godot enough especially for gamejams, Ive worked a lot more with Unity before but it is so clunky compared to Godot and GDScript it both allows you to write dirty code and overall make quick stuff but when you have the time to make it better it feels so clean it just gives you freedom tbh

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Thank you for playing! We've used Godot in the past, and it's awesome. We just wanted to try something new for this Jam. The engine doesn't have a GUI, so it's entirely code, which means doing the rendering and animation basically from scratch. It was a learning curve for sure, and we would have loved to put more time into polishing, but it was tons of fun overall. Appreciate the feedback!

Ah I only skimmed through the game page actually and I have just noticed (unless this was just added and wasnt there before) that its made with Bevy, and I have actually tried Bevy before, made a game from a tutorial and Ill say that well as a person new to Rust and its tradeoffs, Im not sure if there are any benefits to using Bevy for simple games and especially on a deadline, its a powerful engine that will maybe keep you safe from a lot of headaches on a big project, but it takes literal ages implementing even the simplest of gameplay because of how interconnected and sterile everything has to be, like even compared to other barebones frameworks / engines like RayLib, MonoGame or Love2D etc, but yeah thats just my take

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Haha, we used Bevy for this exact limitation. 

It was definitely more difficult than something like Godot or even MonoGame for a jam with such limited time. 

But sometimes you just need an excuse to do something stupid, and we plan on using this game to play around with the engine some more. Sometimes a small, quick project like this can turn into something more. 

It's just a Game Jam, we didn't take it too seriously.